Unfortunately, this effort is not going well. I was worried. I debugged as best as possible, and the model imports. However, I am running into a gauntlets of problems
I have:
Joined 2 rigs in blender, to create a combined rig. (Note there are 99 vertex groups/bones)
eliminated enough meshes to get under 50k triangles. It imports, so its not an issue of size.
You would think this is a Custom Rig, but the custom rig gets to the S15 portion (the rider) and gives up. Imported under R15, I get a Custom Rig warning, but the full rig loads anyway.
Now Iâm running into classic deformation errors, animation loading issues.
OK, solved. This deformation and displacement was human error. Apparently, I was taking precautions, accepting all scale and rotation settings in blender while auto-keyframing and while the animation was playing. I added so many random transformations⌠after manually deleting hundreds of scale animations, everything started to work again.
It does look like R15 is the superior import method. Even after the above fix, custom rig was still malfunctioning. Now its time to add back in all the missing mesh and start coding!
Mainly for physics. I have big creatures in my game, Iâd like for the players to be able to interact with it and climb its slopes and such. Even then, itâd be nice to not have to work around the huge box as attaching a part to the bone is just a workaroundâŚ
It seems the fix affecting the flickering bugs is still being tinkered with. Iâve gone from completely fixed, to mostly fixed, and this afternoon Iâm back to where we were at before this fix.
Should we be reporting new flickering, or just ride it out?
Weâre aware of this. Unfortunately, the fix sometimes causes other problems, but weâre working hard to get it working in all experiences. This is one of our top priorities, thanks for your patience!
There is a way to make a squash animation without resizing using location, but I agree with the âpatienceâ philosophy. You will get a better result if you move this to the back of your queue.
@Sir_Bedevere I think I have stumbled across a new(?) bug in Robloxâs skinned mesh engine. Take the first video below. The skinned mesh is correctly doing the backflip in the Animation Editor, because the bone doing the flips is the parent. Everything correctly follows the parent.
However⌠when the game is running (both studio and published), the âflipâ bone might as well not exist. See second video. The only animation running for the rat is the same flip attack. I understand why this might be happening. There are no vertices with this bone assigned to it. I simply point back to the animation editor that seems to have a better idea what is going on!
There might be a temporary workaround, to assign the root to all vertices equally, but it makes the whole animation droopy. Not having any luck yet.
@Sir_Bedevere Do you know If Roblox plans to improve the collision for skin meshes any time soon?
Also, Iâve been looking around to see if It was possible to connect motor6Ds and Bones in a single rig but have not found anything, Is this something doable?
Itâs something weâve talked a lot about and want to improve if/when itâs possible. Sorry, I donât have any more details for now, thanks for your patience.
you can completely replace bones with motor6ds and the deformation still works⌠if you split up the mesh and name the parts as the same names as the bones⌠then you can move the individual mesh parts and it will still deform, basically replaces bones entirely.
Could you go into more detail, Isnât that kind of a hacky solution to switch bones to motor6Ds, doesnât the engine still things youâre using bones?
What if they update the feature and your rig breaks completely?